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Harakani's page

Goblin Squad Member. Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber. Pathfinder Society Member. 397 posts (6,466 including aliases). No reviews. No lists. No wishlists. 62 aliases.


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My concept has bifurcated. I've been agonizing over choices, and it occurred to me it would be worth seeing if one branch or the other was preferable.
I've tried to summarize the core of the concept and mechanics, which means they're very brief.

Option 1: "Young Faust". This is Faust still young in his deal. He has just started to regret his deal for power, but not the power itself. Rather than outsiders, deal is with the Old Gods.
Mechanics: Occultist Arcanist. Feats SF(Conjuration), Augmented Summoning, then into Evolved summons.
Pro: Lots of summons, good choice of spells.
Con: LOTS of summons - it really is the best choice in pretty much every situation.

Option 2: "Old Faust". This is a Faust whose deal is really just a body swapping trick. Every 25 years or so he has traded bodies (and lives). He's been the villian in a thousand stories. He's had power. Was friends with Caromarc (through letters) for three bodies... always considered coming out to Caromarc and ending it all. Decided not to renew as his last body was failing, sent some evidence to Caromarc, but then panicked at the last minute. While weakened by the transference he's come to the funeral; in part to pay homage to his old - and only - friend, in part to check that the evidence (which is missing) does not show up. Or that it does, and he finally comes clean.
Mechanics: Spell Sage Wizard. In this case spell sage is representing some of his old power and previous lives. Probably look at Amateur Investigator, reflavoured for "previous experience" rather than "flashes of brilliance".
Pro: One amazing spell per day, awesome knowledge skills
Con: Novas in a single encounter, then just a knowledge guy (albeit an amazing knowledge guy)

I should probably also check; some of the roleplaying for this PC is going to be in internal voice (unless there's a group that would accept him... which I doubt!) - is this a problem?


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Out of curiousity, when you say Gothic Horror, are you attempting to keep Lovecraft-style elements out?

Does having run this game previously preclude an application?

I've got a sort of Faust/Dorian Grey image in mind using the new Spell Sage archetype... or possibly Arcanist... decisions, decisions....


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Sounds like they already have a group.
8 is young to start roleplaying. I know people who have done it, but you may need to keep things a little simpler. If they are using adventures/modules I suggest you look at those first. The Core rulebooks themselves are usually pretty tame, but adventures (like books) range in appropriateness and there are some that have adult concepts in them.

If you are looking for a product aimed at a younger audience paizo recently released the Beginner Box

If it is not Pathfinder (or D&D) they are playing please shout out and we can try to tell you what the game is like. "Spirit of the Century" is pretty safe for kids that age. "Werewolf: the Apocalypse" probably isn't.


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Hey,
I've been playing since I was 12 (28 years ago) and have kids of my own.

There is a huge spectrum of Roleplaying Games. Wikipedia will help a bit to sort them out. Roughly they are; Live Action, Tabletop and Computer.

Computer RPGs are games like Skyrim.

Live Action RPGs involve some component of "acting" the character (a bit like theatre-sports). These range from simply describing, through dressing up and eventually to "offer" larps where (safe) weapons are used to resolve combat.

Tabletops involve saying what a character would do, and sometimes moving representations or figures on a map or board. Dice and published rules are used to resolve the chance of an action's success.

I'm going to assume here that your son is getting into tabletops?

There are literally thousands of tabletop games. Pathfinder is one of them, published by Paizo (who run this site). Most tabletop games have a "core" rules and a series of additional books that expand on these rules. Pathfinder makes all its rules available online through something called the SRD.

Tabletop games require a group to play and in this way are a social activity. Often these are groups of friends, but there are several clubs. Most stores that sell games will be able to tell you where the clubs are in your area. Pathfinder is more organised than most, and there is a global pathfinder playing club called "Pathfinder Society".

There was a lot of bad press from certain conservative groups around roleplaying games a few decades ago, but this was unearned and has largely moved on to video games as they grow in popularity.

Was there something in specific you wanted to know? Are you looking to play yourself? How old is your son? Obviously good advice is different for a 9 year old and an 18 year old!


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Desidero: your style sounds similar to how I used to play shadowrun.

It does tend to be that permanent defensive magics are high level and/or very expensive.

There was a book called the Stronghold builder's guidebook that used to exist that has some simple non-magical ideas.
First; work out what you want to defend. Even with a castle there are probably areas they don't care about.
Many spells don't work through thin layers of lead.
Earth glide doesn't work through metal - any metal.
Inch thick walls of iron (relatively cheap spell) sandwiched between rock or wooden walls are a good way to do "standard construction". If an airtight seal (say clay) is used then you probably don't even need to worry about rust.
Traps can get around a lot of spells; triggers go up to true seeing, include sound and pressure.
The alarm spell is your friend. Even permanent it is only 2500gp+casting cost, prevents penetration by Tiny+ creatures, and has a password... it even has the option for a silent alarm. Most people in medieval times will live work and sleep within a mile of the same spot.
Flying creatures mean you have to treat the entire outer surface volume as perimeter. This is annoying, but gives an in-genre reason for important areas to be below the ground level. It also gives a good reason to "re-use" previously created subterranean stores.

More expensively...
Mage's private sanctum is awesome for stopping bugging.
Teleport Trap stops high level casters ignorning the entire thing.
At the top of the range is Create Demiplane so that should probably top out how much people are prepared to spend. For about 70K you can have a 4000 cubic foot area that is an extradimensional dead magic zone with a permanent portal to the real world. for twice that you can have 16000 cubic feet. Then all you have to worry about is permanent portal plane shifting, which I believe teleport trap will take care of.


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Presumably one could have a trap made that triggers on detect magic.


Tyrus' player here.

Seems like we're going to be without magical healing. I don't mind, but it does mean the World Weariness system might not show up that much.


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I agree that personality wise low int can be offset by high wis or cha.

High Cha: Better an okay plan now than a good plan too late. The simpler the plan, the less to go wrong.

In many ways Jack O'Neill fits this. Always asking Carter, Daniel or Teal'c what something is... but good at (simple) combat plans. Seems like you could do that, right down to buying excellent ranks in some weird knowledge skill (like O'Neill's astronomy - the only area where he is actually a knowledge expert).

There are human feats that give more skill points or bonuses to untrained skills.


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Oooh, Ashiel, that is clever. You'd need people who would spread out and not die though.

I'd been looking into Animate or Possess Object.
3d10+20 HP and, importantly, completely immune to positive energy.
You'd need some way of extending it, and passing it onto something that could then possess bodies for Possess Object.
This would actually make it possible to animate partial corpses, which is nice.
Probably give it an additional attack and grab.
Would also mean you'd have to completely destroy the body.


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I'm in! Well, interested, technically...

If you're in this for the long haul I have a Blood/death themed wizard character I've been interested in.


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First one to cause the zombie apocalypse wins?

Also, there's a question about whether it might be possible to get a mythic ascendant spell. Potentially that might just increase the area. That'd be ST discretion though.

I vaguely recall there was a power somewhere that meant if a target was under the effect of a spell of yours you could infect someone else.


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Let's see how a PC would do this.

The obvious answer is Cursed Earth.
At best cursed earth covers an area of 3.14 square miles.
Actually... forgive me here, but I'm going to use metric.
8.13 km2
The earth has a land surface area of 148940000 km2
Therefore if golarion and earth are similar, and circles could be optimally overlapped we'd be looking at 18319803 or more castings.

Now at 7 spells per day this would take about 7165 years
and cost (at 10000gp of onyx per casting) about 18 billion gps worth of powdered onyx.

But, let's say we build an item that can cast the spell an unlimited number of times per day.
roughly 1800*17*9+10000*50=275400+500000=775400gp. Creations cost is 623930 if you take hedge magician. Now there was a time 600+K gp seemed like a lot, but that was before we had a material component cost so high we had to start calculating whether the elemental plane of earth actually contained enough onyx to do this.

so 624K gp and you have a lovely zombieapocalypse... thing. A hat? Seems like a hat.

Casting time is 10 minutes. If we assume travel time is negligible then without sleep this whole thing is now doable in just 348 years.

With four of these (and some ruthless accomplices) and about 2.5 million gp you could do the whole thing in less than a century. That's about the wealth by level of 4 19th level PCs, so once you murder, loot and raise the other three members of your adventuring party you're in!

For those aspiring armegeddonizers who seek to do this at a slightly lower level I direct you to the Soul Trade. Even a commoners soul is worth about 100gp of material component, which means 20000 commoners souls and you're in! Possibly at the cost of rendering you zombieapocalypse hat into a sentient and very, very evil item.

While a century to do the world does sound like a lot, remember that with 4 of these you can do about 1800 square miles a day. About a 24 mile radius in a day - though there will be some very short gaps in that.
Guesstimating that means you could do everything north of the inner sea in about a year. Another year for everything south.

And you needn't stop at just one world. These beauties can be lent to madmen on other worlds as well!

If you can get enough people on side you may even be able to form a cult (cough whispering way), allowing for more items, so faster dispersal. Further, such a cult would allow you to use the oncoming 'wave' to strike at the clerics most likely to cause a problem, desecrate the graveyards, and spread rumours of the effect being undispellable.

Sadly this effect can be dispelled, and doesn't get round the consecration effect upon many graveyards.


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the David wrote:

I was wondering if any of you add race/class restrictions to your campaigns. I like the idea of a campaign where the only spellcasters are Summoners. (Because that's how magic works, you make a pact with an Eidolon who will grant you spells and control over his aspect.)

I'd also like to GM a campaign based solely on what the players come up with for their characters. This includes exotic races, classes, etc.

Those are both awesome ideas!


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When the kingdom building rules in Kingmaker came out I ran a game set in the beginning of creation. PCs were basically experiments in an Aboleth lab , where the Aboleth was trying to create better servants. Bought 'perfect' specimens there and started breeding them for thousands of years. Aboleth put things into motion and then basically went senile.
PCs started thinking that this was a slowly failing bunker in a post-apocalyptic world.

Only homerule was that as I was going to 20 and I wanted races to be important I 'doubled' all racial bonuses, but limited people to the core races + goblins.

Unexpected winner here was dwarves. +4 con, +4 wis, +4 on half their saves, weapon focus in dwarven weapons, 120ft darkvision, I changed defensive training to orcs (no giants) and had their kingdom in a war to the death with "mutants" (orcs) ... every dwarf was a spartan basically. They just kept coming until they were dead, and with +8 dodge AC (and medium + armour) a single dwarf was pretty much only hit by an orc on a 20. I was a bit disappointed when no-one played one, but then decided to set the game just after the fall of the dwarven kingdom to the orcs. The general feeling among the surviving races was that if the dwarfs couldn't stop them, no-one could.

It really emphasized how important race was, and I'd be very tempted to do it again.

Second homerule was to use a 10:1 level ratio (so for 1000 people 900 are level 1, 90 are level 2, 9 are level 3, 1(.9) are level 4, etc. PCs were exceptions. Worked fantastically up to about level 7. After that I had to rely on enemies with racial CR.


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http://www.d20pfsrd.com/magic/building-and-modifying-constructs wrote:


Hit Dice Modification: Hit Dice represent the overall strength and power of a construct. They affect a number of subsequent abilities, including hit points, saving throws, and base attacks. Determine the effects of a Hit Dice modification using the rules for adding creature Hit Dice on pages 290–291 of the Pathfinder Roleplaying Game Bestiary. Because a construct’s size is limited, a Hit Dice modification cannot increase its size. Therefore Hit Dice modification can never increase the base construct’s Hit Dice beyond 50% of its total HD. Some constructs have a defined cost for increasing Hit Dice. To calculate the cost per Hit Die of other constructs, divide the construct’s construction cost by its existing Hit Dice.


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snowball


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Bane88: have you seen Snowball?


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Hmmm - I have an idea for a Kobold Wizard with White and Black scales who reveres Nethys.
would use...

Creative Destruction (Su) wrote:
You have learned how to use destructive energy to empower yourself. When you cast an evocation spell that deals damage, you gain a number of temporary hit points equal to the total number of dice used to determine the damage caused by the spell. Temporary hit points gained from this discovery do not stack and disappear after 1 hour.

Probably a pterosaur and later pseduodragon familiar, though I could be tempted by a Dwarf Caiman or Bonded Quarterstaff.


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Great idea. People love them some Kobolds :)


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I'm interested in an ex-Golemworks tinkering wizard Spellslinger with a Junk Golem "friend".
That means taking Craft Construct... is that likely to be okay? I think he might be a bit crafting heavy.


If this order of necromancers is a thing I'm open to changing the edict.

My theory is that any necromancy is likely to be unpopular with citizens for some time to come. Yes, benefits may make up for that but you'd need to do the benefits.

'Mindless' undead will try to kill the living if uncontrolled. Negative Energy is [Evil]... is it evil? Good question. It certainly is inimical to life, however. It's easy to be evil with undead... you have to be on your guard constantly because at any given moment the easy way to increase necromantic power is to steal from someone; life, body, power, blood...

@Denat: Hope you feel better soon!


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Interestingly PCs interact unusually with Meritocracies.

If your PCs are reasonable level or have done some impressive things then when they enter a Meritocracy they, by definition, are "high class" (pardon the pun). That can lead to some interesting roleplaying opportunities. If you want it to be dark, perhaps look at a way it looks like a Utopia to the PCs, then they discover the 'dark side' and underclass?

What race(s) are in the meritocracy? What do they prize? How do they evaluate who has merit? The easiest way is to just pay more for better, and those with more money are better people.


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That's a great site! Well done!


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I've got an idea I'd like to try. Works as a Wizard/Magus, but even better as an Arcanist. How do you feel about ACG playtest classes?

Background:

Basic idea is a tiefling that was 'kept for study' while growing up by infernalist wizards researching ways to trap, bind, trick and compel outsiders. Picked up snippets of magic and finally escaped his cage, only to find that rather than the freedom he'd envisioned he had the eerie sense he had simply escaped into a larger cage.


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I'm having trouble with the character itself.

Cleric seems like it could work. Trouble is Channel energy; healing or undead killing is a bit too much. Makes me think a negative cleric could work better. Community and Undead both have limited healing. Undead actually seems to be coming up pretty good. I could see the Family being Urgathoan... but mostly Urgathoan around the Gluttony aspect.

I looked at Witch. Half orc allows scarred witch doctor, which seems interesting... dunno, seems a bit wierd.

Wizard actually fits surprisingly well. Thought about this one a bit. I think a Shapechange or possibly Life Necromancy could work well.

Thoughts?


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I've got a couple of ideas.

I've noticed the apocalypse shows often have a low-status group or location that actually does relatively well out of the apocalypse.

The Hobsons moved to New Greenleaf about forty years ago. Old Ausk Hobson, his cousins Davok and Tsarog, their wives and a mess of kids. They bought the old farm in the Dell, paid gold - a lot of gold - for it without complaint. Did it despite everyone knowing it was haunted. Well, if the dell had a bad reputation afore the Hobsons moved in its got a terrible one now.
Hobson farm barely scrapes by. Their kids are all dressed in poorly made things, and they mostly get by by hunting. Occasionally old Ausk comes into town to trade, but its rare. Still, when Ausk's son Karoug started that fire at the Hicksons Ausk coughed up the gold to pay for it with little complaint.
They don't mix with us, and we don't mix with them, and that's how we like it. Something funny about 'em - not just that they're foreign. They've got a weird look about them. Teeth too big, noses too small. There's those who say there's orc blood in the Hobsons, and I reckon they're right.
Local kids no better than to prowl around there, but there's chanting been heard in the nights, and howlin', and strange smells.

Mechanically he'd be a half-orc wizard or cleric (still thinking) with the trait Rich parents and then most of the money going mostly on teams out of Ultimate Campaign.

I recognize this would give a bunch of NPCs who would make excellent victims, and I'm okay with that. Keeping them safe would be the hard part. Mostly they'd stay in the base.


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Alright, I will bow out in favor of Bane88 and Grixus.
Looks like a great game - have fun guys.


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Is there some special way of hiding spellcasting?
I believe by RAW even a stilled silent component-less spell can be detected.


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@Bane88; that would be very effective with something like evocation blasting.


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@GM Rednal: Sweet!
@Bane88: You want to talk?


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GM Rednal wrote:
A gestalt Adept/Eldritch godling is actually one of my personal favorites among the characters I've made. XD Those classes can be a lot of fun when they're done right. They're easily adapted for multiple roles, too, which I highly support for this game - thus, Godlings are acceptable as class choices.

I'd looked at gestalting Mighty and Eldritch Godline, but this line

gestalting rules wrote:
Class features that two classes share (such as uncanny dodge) accrue at the rate of the faster class

Convinced me not to. Am I right that this would probably cover Lineage Domain and Divine Traits as well? Or would Divine Trait points just add up? Or would you get two separate 'lists' of Divine Traits?


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@GM Rednal: Mythic and Gestalt - this is a high powered game. That being the case, how do you feel about the Godling classes?

I'm happy with people popping up because if some event sent us here as first level guys, why should't it send other people here after us? We just get to be the front of the wave. Could even have been parties before us that just didn't make it through encounter 1.


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Fascinated - will there be people/monsters/things we can use to actually run these things? Or will we have to build them?

I'd love to play a (the) crafter in this game.


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Not your fault! Hope you have a great game, there's some great characters already :)


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jimibones: can you define 'day'? I can do multiple times, but I'm in Australia (GMT +10) so couldn't really post 11pm-7am reliably.


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Why tone down casters?
Because I've played in this sort of setting. Melee characters can't get as good equipment, which impacts their effectiveness.
Casters are pretty much aok.
Mage armour is much more useful in a campaign where +4AC is top-tier armour.


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With primitive materials like stone and bone enchantments become additionally important for martial characters. A +3 weapon can by silver as I recall.

Given the limitation on equipment has a dramatic effect on martial characters I agree that some way to limit casters is going to be necessary.

Your problem here is going to be clerics, who can just pray for whatever spell they want.

My inclination is to suggest requiring every character to take a level of a hunter type non-caster class on the theory everyone has certain basic skills.
Casters do not multi-class well, so hopefully that will help ease the disparity.
Martials can multi-class comparatively well with a single level of another martial class.
Alternatively just up each spell by a level; level 1 spells become level 2 etc.
Occasionally let people have "efficient" spells that act as normal...

example wrote:


You find an iron longsword and a scroll of Burning Hands as a 1st level spell.


Hills farm = 4 * .75 = 3
Hills mine = 6 * .75 = 4
House = 3 *.75 = 2.25
Artisan = 10 *.25 = 2.5
total = 12

I can't actually work out where to put that in the spreadsheet
For the record: Currently here

Updating the map now


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blackbloodtroll wrote:

Crafting feats are allowed.

No "custom design" stuff(I am not fully sure what you mean).

Oh.

Weapon Finesse, the feat, is available as a trait(if that matters).

Given you've called yourself "Shocker" a lightning based ear-piercing scream seems awesome. Experience has taught me there are a suprising number of critters that are immune to it though.

But if weapon finesse is a trait, I wonder if you could break the conventional wisdom and start with Shocking Grasp as a melee attack. Could take (say) halfling over human, and get a 16 dex and therefore a +5 touch attack at level 2 (+8 if metal). AC with mage armour would be 18.

Alternatively could take a trait to reduce metamagic by 1 on shocking grasp, and take Reach Spell at level 1. Effectively gives you a ranged shocking grasp, and once you can get better metamagic (like dazing and intensified) will help there as well. Does mean no casting as a standard action (without spontaneous metafocus, anyway).


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It's doable to convert a race on the fly for an NPC (CRB to ARG).
It's not as easy to do classes: turn a 15th level cleric into an 15th level inquisitor or something.
I find the higher (5+) levels more useful. I can pretty much knock up a 3rd level rogue in my head. Items are what kill me.
I would find an optional BBEG section useful though, stating what treasure it would have if it used Paizo's AP trick of giving the boss monster PC level treasure (and changes to stats if so)
BBEG: Upgrade +1 armour to +2 armour (+1 AC), add Headband of Intellect +2 (+2 int, +1 AC, +1 2nd level spell/day).
That might take up too much room (especially on higher level characters) but would let you use the PC as a Boss, or at +1 CR. Cobine with dvanced for +1 CR and one NPC per 3 levels is quite doable.


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Casters would be awesome for items that can alter a battle though.
Hard to destroy. Useful. Will last for generations. Over time these can be world-altering.
A decanter of endless water is beyond price for an army that might have to fight in a desert, or set up a keep in a desolate area.
A single distance siege weapon can let you set up and fire every 36 seconds at a castle without the castle being able to return fire.


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Alleran wrote:
Harakani wrote:
A 20th level wizard without buffs and on 10 has 5 more hp than that.

"A character lives to level 20 by being the most ruthless, lucky, capable, and paranoid ******* around. A wizard is throwing around a 30+ Int score and has, entirely in character, planned contingencies for his contingencies. He may well be running around with flat out total immunity to harm, he does not walk outside without an entire bevy of defensive magics around him and enough magic items to buy himself a nation."

A 20th level wizard who even allows his astral projection (let alone their actual body) to get within a continent of the battlefield without a full array of buff magic up and running deserves everything they get for being stupid.

First off, while planning is int, knowing when and how to use a plan is wis.

Secondly at this level wizards are playing chess. Every 'trick' you use to stay alive will be known (and probably countered) by your enemies the next time. These guys are smart enough to know this could happen.
Thirdly Astral projection is a terrible idea for a 20th level wizard. You have to leave your body behind, and while few things can cut the silver cord they do exist and by 20th level you've probably annoyed something that can.

My example assumed an AC in the hundreds, protection from arrows, maximized enlarged greater false life 50% concealment and incorporeality. Seemed like a reasonable set of precautions.
Happy to throw in the extra 150HP stopped by stoneskin (though if enemy wizards use that regularly I would assume Adamantine arrows).

Even so; is your thesis that a 20th level wizard with appropriate buffs might be able to survive the first round of combat with only negative levels?


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I can't see how military guys wouldn't have adopted the mantra: "Kill the spellcaster first".

That mantra would have to make "army wizard" a very unpopular job.

---

I can only assume that the existence of the mana wastes would make employing spellcasters in an army very unpopular.

Effective? Sure it is effective... but the historical effects are well known. There is even a siege wizard school that explicitly doesn't use fireballs.

Let's assume the rules accurately reflect the greater world.

A fireball costs a fortune; a third level spell cast by a spellcaster costs 5*3*10 150gp. Costs more if the caster is in danger.

5 soldiers costs 220.
If you don't kill four guys with that fireball the one who buys soldiers is winning, and soldiers are form more versatile than a fireball.

A +1 arrow costs about 40 gold.
an elite archer costs 76 gold.
Combining them costs 116 gold.
for 2320 gold you can have 20 snipers. Each of them has at least +4 to hit (and can easily get more) with a decent ability to hit a wizard from 120ft and a possibility of hitting at 1200ft (2400 with the right build).
(Work out a way to get a true strike into that mix and that becomes a near guarantee at 600ft)
Spellcaster pops up, everyone shoots them.
Assume the spellcaster has mage armour, protection from arrows and is flat footed. AC 14. Assume the archers are 300ft away (-4). Assume the archers are only +4 to hit. 20 archers fire. on average 7 hit. at only 7d8+7 (and I can see a lot of ways to up that) they do 38 damage. This will outright kill the average level 5 con 10 wizard. For 2320 gold outlay, of which only 800 is expended.

Assuming you hired this wizard as a spellcaster to cast 5 fireballs in your campaign it would cost you 750 gold.

Let's assume for a second that mage-bane arrows are possible (and as a GM I'd allow them). Those arrows would cost 160 gold each. Total cost is up to 4720 now. On the other hand vs spellcasters they're +3 and do 1d8+2d6+3 damage.

In the same scenario these arrows would do 87.5 damage. A 20th level wizard without buffs and on 10 has 5 more hp than that. A few lucky rolls and they're dead. Of course a 20th level wizard has way more spells and equipment than that. Heck, a PC type 20th level wizard has 880,000gp of equipment!
So let's say I spent that on archers and arrows. 3729 archers shoot. Let's say they only hit on a 20.
186.4 archers hit.
50% concealment?
93.2 archers hit.
1165 points of damage.
Incorporeal for half damage?
582.5 damage.

Obviously at this level things start to break down. My point is that wizards should fear being targeted, and magic is *by system* pretty obvious. You might get that spell off, but if the enemy is ready for casters they can take you down.

Further, there is an incentive for other kingdoms to take you down for using a spellcaster, because spellcasters are very bad news for the environment.

Further even other spellcasters should dislike you because it is known that too much magic in an area messes up magic (cf wild magic and dead zones in the mana wastes). If we can assume that the mana wastes are the result of crazy amounts of magic, it is logical to assume that smaller amounts of magic can also cause ripples but in a way the rules don't bother to cover. Assume you are a fifteenth level wizard. There's a 1% chance, or even a perceived 1% chance, that your spell is going to go wild because of some 5th level yahoo fighting a war on the border with fireballs. What do you do?

I can see a world where only the desperate use big magic in combat.


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Mythic.
Spends most of the time not doing anything, but for short periods has an unholy to simply ignore the 'laws' of physics.
High Mythic Tier characters can spend a mythic point to do things like add +d12 to their Hit/save/skills, +10 to their AC, or hit everyone in a room at once.

Magical
Combine with a class that can use spells to power up. Kensai Magus would be good.
All those rounds where she's just getting toed around pre-combat she's going
standard: Bull's Strength. Standard: Haste...


Gatsby, Sallrana:

Yep -checking in it is okay to have Hex.Qin pick up what Jack is thinking by telepathy and relay it to the group in more fluent common. Also checking Sallrana is okay for me to post what Hex.Qin translates.


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Lincoln Hills wrote:

While the logistical reasons that various transportation methods exist can be a fascinating topic for some, I don't think either of you is going to convince the other if you haven't already.

Given the economically-driven motivations I've noted so far, I'm surprised that one reason I haven't heard yet in the circle-networks-would-not-exist camp is that wizards get to charge for each use of teleport individually, over and over - so only a wizard driven by non-economic reasons would ever set up a permanent, "free" service instead.

Merchant: I'll give you a million gold pieces to set up a permanent gate!
Wizard: And destroy the monopoly that I and my guild-brothers have held over your heads for centuries? I think not.

Especially given any wizard who can cast teleport but not teleport circle can probably also cast dispel magic... at range. If people are desperate for teleport (having dismantled the infrastructure to trade in other ways) they suddenly are reliant on people who can teleport.

At 11th level there is teleport trap which can allow really easy pirating of 'caravans' and can be made permanent.


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Mulet wrote:


We've replaced Ameiko with my own old PC, Malog. I consistently voice him like an over-exited Sam Tarley from Game of Thrones. He's stupid, lovable and a highly competent ally, who provides free food and lodging.

Hmm - any chance Malog could betray the party members, viciously hurt and wound them and then steal their things and run off? If he's providing free food and lodging he's in a great place to do so.

PCs hate being betrayed, especially by a GM's PC.

If this Tsuto is a powerful magician and has run into the PCs, then done any prep he'll find out Malog is where they're vulnerable. Dominate Person, Magic Jar or Create Undead later and he's in!

Hopefully n session in they'll kill Malog and then discover he was their loyal friend and this Tsuto guy was behind it, and they've been made to look like idiots.

There's a risk that PCs just wont want to trust any NPC after this, so be careful.


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Mystic_Snowfang wrote:
Make a character who's better than them in every way. Make a character who could be the WORST GMPC EVER! have them swoop in and show up the characters constantly, make the characters look bad so that the adoring fans will worship them. Make the most detestable, irritating, Mary Sue you can. Then not only will the characters hate the glowing perfect annoying pain in the butt Adonis, the Players will too because he's super irritating.

GM did this to a group I was in, and we put aside our petty hatred and jealousy to take him down. Worked a treat.

DO NOT REVEAL until campaign is over that you wanted the PCs to hate him.

May I also suggest mind control spells? Players hate that especially hard when used on them.


Understandable - good studying.


Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber
Quote:
If a creature has only one natural attack, it is always made using the creature’s full base attack bonus and adds 1-1/2 times the creature’s Strength bonus on damage rolls.

Check out "natural attacks"

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